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Everything posted by biostem
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I'm pretty sure mighty leap is at least on par with super jump. The takeoff power, in addition to providing the jump speed buff, also acts as a foot stomp power, which can knock down nearby enemies. On many of my melee characters, that secondary ability is a great supplement to their existing attacks, and can buy you that tiny margin you need to heal up or wait for a power to recharge...
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I have a bio/savage and rad/savage tanker, (same name, different servers) - both are excellent, but in different ways. If I had to pick only 1, I'd probably go with the bio armor one, due to the flexibility of the offensive/defensive/efficient modes...
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Twinshot's little known sister & bartender - Tripleshot
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Maybe they could allow you to select the specific entrance/exit/POI to each zone you have a teleporter to, like if you selected Eden, you could choose the base teleporter, the Founders Falls door, or the Hive door...
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Healing Proc in a Power You Use On Another
biostem replied to Clave Dark 5's topic in General Discussion
I think a lot has to do with how you view those damage procs - is the caster generating the damaging power, and the damage proc applies to the casting as a damage buff of the given type, or does it act as a sort of pseudo-pet, dealing damage on its own? -
Healing Proc in a Power You Use On Another
biostem replied to Clave Dark 5's topic in General Discussion
My understanding is, unless it specifies otherwise, (like the Soulbound Allegiance pet IO that grants the pet a chance at a builup-like effect), a proc always applies to the caster/power owner... -
I don't think it's a matter of "possible", just a matter of how much time it would take to implement them, and how many developer resources are available for such an undertaking. NP at all. You got your point across! :-)
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My understanding is that it's not that the contacts don't have cell phones, but that they don't trust you at first, and/or want to establish a face-to-face rapport with you to at least some extent, before letting you just "phone it in", as it were...
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Make it a claws weapon option - just have it completely replace your entire hand.
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I also think the version of the RWZ from Ouroboros should use the old Rikti models...
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Why risk a soldier's life when you can send in the latest in remotely piloted robotics technology - The Ballistic Bulwark!
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Wasn't there that one case where that guy was allegedly being sent moves via a remote-controlled thing up his bum?
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At some point, *YOU* will have to check to see if there's something you need to do/get/work on - the game's not gonna do it for you. If it's really that difficult for you to remember, then maybe set an alarm every day telling you to check your character bio, or maybe put a big sticky note on your keyboard or monitor telling you the same. When you get right down to it, *YOU* are the only thing in common among all the tasks you do every day, and it is up to you to remember not to brush your teeth with the toilet brush, or not to wear your underwear on your head...
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Why is Assault Rifle bad, and how could it be better?
biostem replied to Weylin's topic in Suggestions & Feedback
So I've been leveling up an AR/Invuln Sentinel in response to this thread. I don't know if it's really a fair test, as they get a single target flamethrower attack instead of the snipe. Either way, the approach that seems the most effective for me was to slot a KB->KD IO in M30 grenade, then cycle between that and buckshot to try and keep enemies on their butts, then use flamethrower and full auto to whittle the enemies down. I skipped burst, and instead use disorienting shot, slug, and incinerator against single enemies. The performance thus far isn't bad, and it's nice having so many cones/AoEs at my disposal. Saying all that, they don't seem exceptional compared to my DP, fire, or any of my other sentinels for that matter. They're fun, but just don't have the "oomph" that other ranged blast sets convey... -
So shielded flaming poo man?
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The Banished Batgirl Mystery
biostem replied to ThaOGDreamWeaver's topic in Comic, Hero & Villain Culture
I don't think it's so unpopular. I think the problem is that studios don't want to invest in anything smaller in scope. The stakes have already been pushed so high as to involve the fate of multiple dimensions. I want to see something street-level. Bring in actors who can actually fight and don't just smear CGI across the screen. I can go back and watch IP Man or The Protector over and over again, and those didn't need the kind of budgets we see nowadays. There's no shortage of good stories if you look, and if you shelve and motive besides creating an entertaining movie that respects the source material. -
I think the way to think about things is that a really pissed off brute should out-damage any other melee AT, but getting to that level of fury should be quite difficult - maybe fury should be a mechanic/resource that one needs to more actively build and spend. Another approach could be to tie both their offensive AND defensive values to fury - making a brute into a true juggernaut once thoroughly pissed off...
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I imagine such a set would function like a cross between dual blades and claws, perhaps with 1 or 2 additional ranged attacks. You'd have a single target throw, a cone throw, and maybe something like a PBAoE throw.
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You're concocting a scenario in which both are damage capped. I'm presenting one in which they aren't. Have both at 500% then talk to me. Have the tanker only get the -res and the brute only get +dmg. I care about how things pan out in actual play, and this supposed brute damage advantage becomes negligible, especially if the difference in tanker defensive values or other resources tied to their armor means they live but the brute dies.
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And? It just means that that extra damage cap isn't as important. And if we're just pulling scenarios out of our butts, then a tanker on a team with lots of -RES will do as well or better than a brute on a team with just +DMG. That's my point. You also fail to ignore the greater AoE range/size that tankers enjoy, if we're now talking about lots of spread out enemies...
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Not true, as -RES effectively puts you beyond the damage cap. I'd also have to see specific build info to make sure we're comparing like-for-like. I'm happy you did such big numbers, but without the proper context it's just an anecdote, (and under extremely specific circumstances to boot). Even if I took you at your word, now let's compare a similar scenario but against multiple enemies, where the tanker enjoys larger AoEs...
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How much of that damage was due to +DMG and how much was due to -RES. Could more -RES make up the difference? They're basically 2 sides of the same coin...
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No, it requires teaming with people with very specific buffs. That tanker can easily gain access to -RES debuffs via IOs or PPPs, thereby effectively pushing them beyond that cap. The question is, if you could have either a tanker or a brute on your team, which would you pick. Ignore your own AT/powers for the moment, and assume you know nothing about the rest of the team. Which do you select? On a slightly related note, I wonder what it'd look like if +DMG buffs also applied to the buff from fury...